Final Fantasy Hacktics

Modding => PSX FFT Hacking => Topic started by: Pride on April 28, 2017, 04:44:51 am

Title: Pride's ASM Thread
Post by: Pride on April 28, 2017, 04:44:51 am
Welcome to my hacking thread. Hopefully you'll find something you like. I do take requests but depending on how difficult the request is... I may decline.

Standard ASM Hacks

[01] MP Switch Overflows damage to HP


[02] Remove Spill Over JP


[03] Earn no extra Gil from Level Bonus


[04] % MP gained at turn start


[05] Enemies can now randomly spawn with PA Save, MA Save, and Speed Save.


[06] Charge gains unique status effects.


[07] World Map script edit. ID x16 now uses a required level.


[08] Move the World Map script to kanji space.


[09] Ability Animation 07 00 00 will always swing weapon


[10] Attribute Rewrite

(http://i.imgur.com/lbHMbee.png)


[11] Move disabled from Attacks


[12] Status CT Timer Edit

(https://i.imgur.com/LsTGRej.png)


[13] Move +1/2/3 & Jump +1/2/3 edits


[14] Transparent not lost on action or taking damage


[15] Defend not removed on act


[16] New Support: Inflict Status (ID) to Weapon Attacks


[17] Disable Secret Hunt


Spreadsheet Hacks

[01] Reaction Rewrite



[02] Generate Treasure Rewrite



If you want to see my old thread with older hacks; please refer to this thread (http://ffhacktics.com/smf/index.php?topic=6999.0). Its very old and several broken hacks, I would not recommend taking any ASM from there but I'll keep it there for anyone that wants to look.
Title: Re: Pride's ASM Thread
Post by: Pride on May 03, 2017, 02:18:14 am
Reaction Rewrite

A spreadsheet that allows you to change what triggers your reactions (HP Damage, MP Damage, Counter Magic Flag, Physical Attack, Ability uses CT, etc), your reaction roll (Brave %, Faith %, etc), and it allows multiple reactions to be equipped and ignoring the base games restrictions on this. The Settings tab allows you to alter the order the reaction support sets are read, ie if you change the first one to 8c, it'll allow the critical status abilities to be read before pa/ma save if both are equipped on the unit. It also comes with the ability to change the percentage amount of Damage Split, MP Switch, and Distribute allowing some buffs or nerfs those abilities. Hamedo and the evasion based reactions won't be affected by this but they can be used if new reactions are being used in their place, such as the assigning them a Counter Ability ID.

Counter Ability ID basically creates a clone of Counter Tackle and attacks with the assigned Ability ID. No dropdown box because it would be too large so you'll have to look up the ID either through the Patcher or the wiki here (http://ffhacktics.com/wiki/Abilities_List).

Known Bugs: Hamedo completely ignores this and only goes off of its original vanilla function. Abandon looks like it joins this as well. Currently investigating a solution.
Please let me know if you find any other bugs.

v1.0 - Initial hack created
v1.2 - Added additional requirements and added in the ability to assign an ability id to additional counters.

Current version is currently only for excel users, I'll update the original spreadsheet at another time. Left the old version up for anyone that needs a more simple version.

Thanks Xifanie for the Spreadsheet Template, Emmy for the original hack so I could understand what was going on, and fuck RavenOfRazgriz.
Title: Re: Pride's ASM Thread
Post by: RavenOfRazgriz on May 03, 2017, 03:37:15 am
Quote from: Pride on May 03, 2017, 02:18:14 am..., and fuck RavenOfRazgriz.

You wish.
Title: Re: Pride's ASM Thread
Post by: Choto on May 04, 2017, 09:08:28 pm
DOOOOOHHHHHHHHH PRIDE HACKS!!

Cheers to you buddy! Yes I've been drinking.
Title: Re: Pride's ASM Thread
Post by: Pride on May 04, 2017, 10:23:52 pm
Cheers buddy!

/me pours a shot
Title: Re: Pride's ASM Thread
Post by: Xifanie on May 05, 2017, 12:30:10 pm
This reaction rewrite spreadsheet is cool stuff.

Question: What does "Normal Attack (Hamedo)" do?

I planned to make the make the 999 HP/MP cap hack at some point, but I kinda forgot about it... so it's cool I don't have to. :p

Btw, you really want to avoid using the "F" column in the Code sheet for anything, because that column is reserved for the raw hex when you import a xml; it's there in case that the spreadsheet wrongly assumes that the data is an opcode instruction... that way, you can just manually copy/paste the hex data back. Otherwise, converting 4 bytes that are not actually an instruction to one can result into data loss. There is a function called "Clear Hex Backup" which clears that column and hides it.
Title: Re: Pride's ASM Thread
Post by: RavenOfRazgriz on May 05, 2017, 02:23:03 pm
Quote from: Xifanie on May 05, 2017, 12:30:10 pmQuestion: What does "Normal Attack (Hamedo)" do?

This is the incorrectly documented "Normal Attack?" flag in FFTPatcher.  What this flag is actually for is (among other things) flagging the ability as being counterable by Hamedo.
Title: Re: Pride's ASM Thread
Post by: Pride on May 05, 2017, 03:55:22 pm
Yeah raven reminded me that hamedo triggers off of that flag so I made it then hamedo doesn't care about my asm after playing around with it for a bit.  -shrugs-

Edit: ohhh okay good to know xiffy
Title: Re: Pride's ASM Thread
Post by: Pride on May 07, 2017, 12:22:09 am
Generate Treasure Rewrite

A spreadsheet that rewrites the Generate Treasure (http://ffhacktics.com/wiki/Generate_Treasure) routine. Treasured unit's now can have up to 8 unique items, or fewer if you want to play around with the drop chance of each item, based on the unit's current level as a requirement for that item to be dropped. Any item with a level requirement of 0 is skipped and is then based on the equipment and if the unit is a monster, or naked, it then references the first entry on the spreadsheet to generate a generic drop list. The Chocobo Job is used as an example of how you can play around with the drop rates. At minimum, this asm can allow to control what items are treasured if you've changed the chemist items and may not want the enemies to drop them at all.

Known Bugs: None and hopefully it will stay that way.

version 1.1 - Initial hack created and publicly shared.
version 1.2 - Updated spreadsheet to be compatible with older versions of excel.

My notes (Xifanie's spreadsheet) are attached if you want to use that or just curious.
Title: Re: Pride's ASM Thread
Post by: RavenOfRazgriz on May 09, 2017, 01:22:33 pm
something
Title: Re: Pride's ASM Thread
Post by: Pride on May 11, 2017, 02:13:05 am
Reaction Rewrite updated. v1.2 - Added additional requirements and added in the ability to assign an ability id to additional counters, like how Counter Tackle functions.

see post for more information and download. (http://ffhacktics.com/smf/index.php?topic=11708.msg220348#msg220348)
Title: Re: Pride's ASM Thread
Post by: Pride on May 25, 2017, 12:31:25 am
One hack was stealth added requested by Raven and the second adds some quality of life for Charge that I didn't see anywhere... -shrugs- At least you might be less inclined to remove Charge completely and save the ability space. Also fixed a bug in another asm.

Enemies can now randomly spawn with PA Save, MA Save, and Speed Save.


Charge gains unique status effects.
Title: Re: Pride's ASM Thread
Post by: Pride on July 03, 2017, 09:45:06 pm
Hey a couple more

[08] World Map script edit. ID x16 now uses a required level as a world map condition.


[09] Move the World Map script to kanji space.
Title: Re: Pride's ASM Thread
Post by: Xifanie on July 04, 2017, 02:08:49 am
I actually wanted to move both the world map conditionals and the event conditionals into kanji space (to allow JotF to use only one disc, but then I remembered that we still needed more sprite space), but I figured it would be too much trouble. How bad was it?

http://ffhacktics.com/wiki/World_Map_Instructions#.3F.3F.3F.3F:_Unused

According to my notes, 0x0016 uses 2 half-words... shouldn't you be better off with just one?

EDIT: I fucked up somewhere hardcore in that documentation... 0x0016 has no half-word allocated to it by default.
Title: Re: Pride's ASM Thread
Post by: Pride on July 04, 2017, 02:15:42 am
The world map conditions were easy to move, i traced it to be loaded from xd4764 but I couldn't find where it stored so took another option and searched for 80097234 to see if it was loaded from a pointer table and showed up at two locations. So I'm assuming the event conditions would be fairly similar and not very difficult.
Title: Re: Pride's ASM Thread
Post by: Heisho on July 28, 2017, 12:58:51 pm
The charge and item drop hacks are awesome Pride, thanks a lot.
The procs on the charge hack is always 100% if all or nothing is flagged on the status?
Title: Re: Pride's ASM Thread
Post by: Pride on July 28, 2017, 04:27:54 pm
I would need to double check that actually, but yes, they should
Title: Re: Pride's ASM Thread
Post by: Pride on July 28, 2017, 10:44:08 pm
Might as well post an asm too.

[10] Ability Animation 07 00 00 will always swing weapon
Title: Re: Pride's ASM Thread
Post by: Heisho on August 01, 2017, 10:20:46 am
Hi there Pride, I was checking around the Treasure  spreadsheet and came to a stomp.
On the XML tab the cell that has the treasure data suddenly changes to #NAME
I checked a few times and it changes from the original data (that has a lot of zeroes) to #NAME when I change something.
This of course can't let me see the code that generates from changes to the Treasure data tab.

I hope that I explained myself
Title: Re: Pride's ASM Thread
Post by: Pride on August 03, 2017, 08:20:02 pm
I'm thinking the issue is that you're using an older version of Excel that doesn't accept a command (concat) that wasn't valid in 2010 or below? Xifanie pointed it out to me a while ago but I forgot to update spreadsheets that already used this command. I'll have a version that's compatible with previous versions of excel in the next few days so please check out my thread when I have a new post up on it.

Sorry about that!

Edit: Fuck it, just updated it. Check the post for a new download.


Title: Re: Pride's ASM Thread
Post by: Elric on August 04, 2017, 03:04:52 am
 :mrgreen:
Title: Re: Pride's ASM Thread
Post by: Pride on August 04, 2017, 03:08:31 am
Hahaha Elric bro <3
Title: Re: Pride's ASM Thread
Post by: Heisho on August 04, 2017, 05:18:56 pm
That was awesome Pride, thank you so much  :P
I already checked it an itnis providing the right code.
Elric is right. You're a luxury to us all.
Title: Re: Pride's ASM Thread
Post by: Elric on August 04, 2017, 09:50:18 pm
Quote from: Pride on August 04, 2017, 03:08:31 am
Hahaha Elric bro <3

Can't no one stop my bromance
<3
Title: Re: Pride's ASM Thread
Post by: Heisho on August 05, 2017, 02:22:02 am
Hello there.
Just adding a little fix for the 1.2 version. The original had an error when looking for VLOOKUP data.
I tested it apparently it works fine.

Regards.
Title: Re: Pride's ASM Thread
Post by: Pride on August 15, 2017, 10:55:16 pm
Updated a hack to offer more functionality.

[10] Attribute Rewrite


(http://i.imgur.com/lbHMbee.png)
Title: Re: Pride's ASM Thread
Post by: Arkmore on August 16, 2017, 06:25:54 pm
When I use the % MP gained at turn start it appears to break the tutorial battle for status effects instead of the wizard using the act menu it will instead try to move and then lock up ive narrowed it down to just this asm tested on the base game is there any way to fix this? ive also tried each of the other ams that effect mp regen at turn end and turn start and each produce the same effect.

Edit: I found a work around but ive not tested it much but it appears that after applying Glains hide excessive hp/mp asm that the tutorial will no longer hang but i don't know if this will cause other unintended results not sure if this information is helpful or not but its what ive found out so far.
Title: Re: Pride's ASM Thread
Post by: Pride on August 16, 2017, 06:59:52 pm
... What an odd effect, I'll take a look tonight.

Edit: Took a look earlier this evening and, yeah, definitely leaves the game hanging in tutorial. I'll investigate a solution to this, an oversight by virtually everyone because we all forget that the tutorial even exists.
Title: Re: Pride's ASM Thread
Post by: Pride on December 03, 2017, 04:22:03 pm
Two hacks added; one kinda minor and another that's cool

[11] Move disabled from Attacks


[12] Status CT Timer Edit

(https://i.imgur.com/LsTGRej.png)
Title: Re: Pride's ASM Thread
Post by: Kurosabes on January 29, 2018, 12:47:25 pm
Quote from: Pride on December 03, 2017, 04:22:03 pm

[11] Move disabled from Attacks

       
  • Weapon Ranged, Linear AOE, and Draw Out AOE type with a Charge Time all disable Movement while Charging.



This is actually major for me. Regards ^^

I am correct in assuming this also works with 3-direction attacks?
Title: Re: Pride's ASM Thread
Post by: Pride on January 29, 2018, 12:53:45 pm
Not tested cause I didn't think of it but it should be prevented
Title: Re: Pride's ASM Thread
Post by: Pride on May 04, 2018, 01:55:17 am
Its been a while since I've posted anything and I thought that wasn't cool since I've been working on a bunch of stuff and I haven't been sharing so just dropping off a few.

[13] Move +1/2/3 & Jump +1/2/3 edits


[14] Transparent not lost on action or taking damage


[15] Defend not removed on act


[16] New Support: Inflict Status (ID) to Weapon Attacks


[17] Disable Secret Hunt
Title: Re: Pride's ASM Thread
Post by: Elric on May 04, 2018, 02:04:19 am
Nice!
Title: Re: Pride's ASM Thread
Post by: stardragoon9 on September 11, 2018, 05:17:18 am
Constantly receiving this error message from Pride ASM.xlsm
Title: Re: Pride's ASM Thread
Post by: Kurosabes on September 26, 2018, 04:54:22 pm
From what I observed, 'Ability Animation 07 00 00 will always swing weapon' causes magic weapons (magic guns in vanilla) to weapon strike with literally everything when they are equipped. Also, it can cause some abilities to have different sound effects, for example Throw Stone will have a blunt weapon sound if a Flail is equipped.
Title: Re: Pride's ASM Thread
Post by: Kurosabes on January 12, 2019, 12:23:36 am
Here is a small fix of the Reaction rewrite that should make it fully work with Excel 2007, for those using this specific version of Excel. Thanks to Simmon/AJ for finding out the problem and fixing it for me, otherwise this post would have just been another report of a problem. (The fix was replacing a CONCAT function, which does not exist in Excel 2007.)


Edit: I found out a few more problems. Sorry to whoever that downloaded, you'll have to redownload.

Quote from: Pride on May 03, 2017, 02:18:14 amv1.0 - Initial hack created
v1.2 - Added additional requirements and added in the ability to assign an ability id to additional counters.
Title: Re: Pride's ASM Thread
Post by: azavier on October 08, 2019, 10:31:45 pm
hey could you explain how the charge has unique status effects hack works? after i apply the hack what must i do in fftpatcher to the charge skills. sorry if the answer simple but thanks in advance! (:
Title: Re: Pride's ASM Thread
Post by: yamish on October 10, 2019, 06:26:26 pm
Quote from: azavier on October 08, 2019, 10:31:45 pm
hey could you explain how the charge has unique status effects hack works? after i apply the hack what must i do in fftpatcher to the charge skills. sorry if the answer simple but thanks in advance! (:


You use the Inflict Status tab in the patcher as a reference.  So if poison is 3A, for instance, set the skill in the hack to use 3A.  In the patcher, the box labeled power in the charge skills is added to damage calculations.  So if you want regular weapon damage, change this to zero, and manipulate CT as needed.  Since this is not a Y value, the lowest damage you can do is regular weapon damage unless somebody makes a hack for signed values at this location.

Also, it's preferable to ask questions in the help section.  Just a heads up.
Title: Re: Pride's ASM Thread
Post by: azavier on October 10, 2019, 09:52:19 pm
i actually just tried it about 3 times and noticed that while it works it makes the AI go into a frenzy and causes them to have a "Free for all" killing who ever is near each other. it works, but .... thats the side effect. Thanks alot ! :D
Title: Re: Pride's ASM Thread
Post by: yamish on October 12, 2019, 02:04:26 pm
Quote from: azavier on October 10, 2019, 09:52:19 pm
i actually just tried it about 3 times and noticed that while it works it makes the AI go into a frenzy and causes them to have a "Free for all" killing who ever is near each other. it works, but .... thats the side effect. Thanks alot ! :D


I just gave it a shot and had the exact same behavior.  Though the AI doesn't seem to attack who is nearest; it is seemingly random. Sometimes friend, sometimes foe, sometimes right next to them, sometimes attacking over another unit to get to a farther one.  Maybe it's because of checking the Add Status flag in Patcher, but the AI doesn't know whether it's attempting to apply a beneficial or detrimental status? I'm not really sure
Title: Re: Pride's ASM Thread
Post by: Nyzer on October 12, 2019, 04:00:30 pm
That sounds about right. If the AI doesn't understand what effects those abilities actually have, it would cause them to do some seriously weird shit.
Title: Re: Pride's ASM Thread
Post by: azavier on October 14, 2019, 02:58:31 pm
Well sucks because its a great hack. Maybe pride will fix one day? Anyways thanks for testing it with me
Title: Re: Pride's ASM Thread
Post by: yamish on October 15, 2019, 09:53:39 am
Quote from: azavier on October 14, 2019, 02:58:31 pm
Well sucks because its a great hack. Maybe pride will fix one day? Anyways thanks for testing it with me


It's not really broken. If you don't check the add status flag under AI behaviors, the AI will use the skills appropriately. You could, for instance, add sleep to each charge ability. Now they're doing damage and the skillset as a whole adds sleep without any funky AI behavior. The AI just isn't aware it's adding sleep and is not attempting to actually add any status.

To make the AI interpret the added status correctly would require a rewrite elsewhere to make it see the additional field with the status and take it into account when determining actions within its turn.
Title: Re: Pride's ASM Thread
Post by: Pride on June 19, 2021, 09:14:52 pm
Been a long time for a post but I come baring gifts. Bug fixes for Charge gains unique status effects (which now also can inflict status like Formula 2D) and Weapon Range and Others Disable Movement which fixes some issues it had with performing.

Attribute Rewrite 2.03
Download spreadsheet here. (https://docs.google.com/spreadsheets/d/1rLHTjVP_rC5qULpRyqwzypQZSka2S0CVNfFcVB6PCck/edit#gid=0)
Please report any found bugs to me in Discord, in this thread, or through PM! Please! I'd like to make sure this hack is as bug free as possible.
80 new attributes can be used! x50 - x9F are editable and working in game.
Abilities can be assigned attributes! Fire Eater, HP Boost, Brave Up, and more are now all possible effects for R/S/M.
Brave, Faith, HP, MP, and Class Evade to be attached to items/abilities as attributes.
Reactions, Supports, and Movements are now part of the attribute table and can be assigned to items/abilities.
Equippable items are now defined in the attributes as a result, Equip Armor/Shield/Sword/Knife/Axe/Crossbow/Gun are all defined within the attribute table (attributes x50 - x57 have been defaulted to this) and items can be given these effects.
Move 2/3 and Jump 2/3 are assigned Attributes x58 - x5B.
Item Sets Bonus can be set up in the Item Sets tab which give the attribute defined to the unit when all the items are equipped. If you don't want to use all 5 item slots, use xFF and it'll ignore that item for the unit.
Negative Stat values for PA, MA, Speed, Move, Jump, Class Evade, Brave, and Faith are allowed.
??? Units with equipment no longer have their HP and MP reverted back down to 999.
The attribute page in FFTPatcher should not be used, especially after patching Attribute Rewrite 2.0. Only use the spreadsheet to change attributes now.

Currently...
Working on adding Stepping Stone, Move = 0, and Start with 0 MP as attributes.
Working on de-equipping items that were allowed via an Item that is now broken or stolen
Working on adding previews for the set bonus
Working on adding previews for HP and MP for R/S/M

This replaces Attribute Rewrite 1.1 and Move+/Jump+ edits and have been hidden in Pride.xml.

Damage Manipulation Supports
Creates 6 new supports to add into the game. If you don't want one to work, leave the data as 0 and it will disable the new functions.

Equipment Evasion Settings
Rewrites the Physical Equipment Evasion Routine (0x80184F9C) and removes the need for the Magical counterpart. Also includes Choto's "Evade Boost" as that increase Accessory evade by 10 if the R/S/M is equiped to avoid obvious conflict issues.

Allows some custom settings for Physical, Physical (Charge), and Magical Equipment. Such as allowing free weapon guard for physical attacks (98 instead of d8) but requiring magical attacks to have weapon guard (68 instead of 20). Or allow Magical attacks to use Class Evade.
Change the setting byte to make the changes. - Vanilla: x80 + x40 + x10 + x08 = D8.

MP Cost Supports
Creates 3 new Supports: Turbo MP, No MP Cost, Blood Price. Turbo MP defaults to double MP Cost and increase Magic Damage/Accuracy by 1.5 but these values can be changed with the variables. No MP Costs disables the cost of casting spells. And Blood Price uses HP to cast spells when out of MP. Default is 1:1 cost but in FFTA it doubles the cost of the spell to use HP. You're choice how you want this to work.
The Multiplier works by Value * Cost(or Damage) / 256. So a value of x0080 would be half or x0100 would be value * 256 / 256 (dont change).
Use the unit data chart below to see what ability you want to tie each to. If you don't want to use one, leave the Bit as 00.

Special Monster Job Fix
'Special' Monsters Jobs (x3C - x49) can change jobs and use items.

Ramza can change into jobs x01 to x04
Title: Re: Pride's ASM Thread
Post by: Ansehelm on June 20, 2021, 04:23:49 pm
Awesome, this looks great! The original Attribute Rewrite hack is one of the central ASMs in my mod, so I'll have to check this out.  A few questions though:

When you say not to use the attribute page in Patcher, does that mean that all existing attribute values in patcher should be zeroed out, or are they just ignored/overwritten by the spreadsheet data?

Edit: Also, trying to understand the implications of abilities having attributes.  It seems that you can basically make any ability grant any other ability/status/immunity, etc.  I imagine, for example, you could have a self-targeting ability that grants immunity to negative status and boosts elemental resistance for the duration of a battle.  Or an ability that allows you to acquire certain R/S/Ms, say Defense Up or Throw Item, for the course of a battle, that were not otherwise equipped?  And as far as targeting, do the attributes affect the caster only, or another unit that is targeted?
Title: Re: Pride's ASM Thread
Post by: nitwit on June 20, 2021, 06:44:17 pm
Quote from: Ansehelm on June 20, 2021, 04:23:49 pmAwesome, this looks great! The original Attribute Rewrite hack is one of the central ASMs in my mod, so I'll have to check this out.  A few questions though:

When you say not to use the attribute page in Patcher, does that mean that all existing attribute values in patcher should be zeroed out, or are they just ignored/overwritten by the spreadsheet data?
When you click "Patch ISO" in FFTPatcher, a dialog box pops up which gives you options on what files and data you want to patch. Ensure that Item attributes isn't checked.
Title: Re: Pride's ASM Thread
Post by: Pride on June 20, 2021, 08:02:19 pm
Quote from: Ansehelm on June 20, 2021, 04:23:49 pmAlso, trying to understand the implications of abilities having attributes.  It seems that you can basically make any ability grant any other ability/status/immunity, etc.  I imagine, for example, you could have a self-targeting ability that grants immunity to negative status and boosts elemental resistance for the duration of a battle.  Or an ability that allows you to acquire certain R/S/Ms, say Defense Up or Throw Item, for the course of a battle, that were not otherwise equipped?  And as far as targeting, do the attributes affect the caster only, or another unit that is targeted?

I should have been more specific, you can only attach attributes to equippable abilities (IE - Reaction, Supports, Movements). This will not affect any formulas or learned action abilities.

And yes, nitwit is correct.
Title: Re: Pride's ASM Thread
Post by: Ansehelm on June 20, 2021, 08:25:10 pm
Awesome, well thank you both for the clarification. This greatly expands the possibilities for R/S/Ms then, and the item set bonus also unlocks new options. Look forward to taking it for a spin
Title: Re: Pride's ASM Thread
Post by: Heisho on June 30, 2021, 05:53:55 am
Hello there!

Hey Pride this is really awesome! About the special effects have you thought about Immortal? I know that with Xif hack for permadeath this might not be requiered but it's an idea.

Regards
Title: Re: Pride's ASM Thread
Post by: Ansehelm on July 03, 2021, 10:38:47 pm
Quote from: Pride on June 19, 2021, 09:14:52 pmPlease report any found bugs

I have what may be a bug, or may be user error on my part.

Edit: Update on the issue I was having.  Apparently some data gets lost/corrupted when I download the file as a .xlsx.  I found a workaround by making a copy of the google sheet, and pasting my own edits into it, then copying the XML data into the FFTOrgAsm patches folder.  The hack now looks viable, it just has a red warning message (same as when I copy the XML data from the original Sheet) attached.  Don't know whether it's a big deal or not, I'll try patching anyway and see what happens.

Edit2: It looks like the error in red (or something else) prevents the patch from being viable.  Applying the hack as is makes the game crash when attempting to enter a battle location or before viewing the formation screen.
Title: Re: Pride's ASM Thread
Post by: Heisho on July 22, 2021, 06:10:01 am
Hello there!

The error comes from the hidden tab Maths. The thing is that it uses a function from Excel 2019. I have the same issue since my Office is not on the latest version. Perhaps we will need to think a workaround for older versions.

Regards
Title: Re: Pride's ASM Thread
Post by: Ansehelm on July 22, 2021, 06:56:54 pm
Quote from: Heisho on July 22, 2021, 06:10:01 amThe error comes from the hidden tab Maths. The thing is that it uses a function from Excel 2019. I have the same issue since my Office is not on the latest version. Perhaps we will need to think a workaround for older versions.

Yep.  The workaround I mentioned is just to make a copy on google sheets, which has all the functionality of the original.

Also, I was wrong about the hack not being viable (imagine that).  There were some conflicting ASMs I was using (After a lot of trial and error, I found Emmy's Runic, Arcane Focus, and Mold Breaker hacks will cause crashes when combined with this hack, so unfortunately I have to do without those unless moving them solves the issue.)  Furthermore, I think the message in FFTOrgasm is nothing to worry about since checkItemSet is referred to in the 2nd patch.

However, there are some low-impact bugs with the hack.  Statuses applied to items work normally in game, but the statuses shown in the item previews are wrong (i.e they reference the statuses shown in patcher, which is not how the applied statuses are referenced with this hack, so you get random jumbles of statuses in the item preview).  Stat increases also seem to work normally, although sometimes not all of them are displayed in the preview.  Brave and Faith increases are not shown in the preview, but this is more a limitation than a bug.
Title: Re: Pride's ASM Thread
Post by: Heisho on July 22, 2021, 11:39:43 pm
Quote from: Ansehelm on July 22, 2021, 06:56:54 pmI found Emmy's Runic, Arcane Focus, and Mold Breaker hacks will cause crashes when combined with this hack

Aawww that's too bad. I was planning to use those. Perhaps I should stay with the hack from Emmy to add functionality like this one but a little more limited. Regardless I wasn't planning in keeping monster breeding so..
Title: Re: Pride's ASM Thread
Post by: Ansehelm on July 24, 2021, 01:41:33 am
Quote from: Heisho on July 22, 2021, 11:39:43 pmAawww that's too bad. I was planning to use those. Perhaps I should stay with the hack from Emmy to add functionality like this one but a little more limited. Regardless I wasn't planning in keeping monster breeding so..

Yeah, I enjoy those abilities as well, but gotta pick your tradeoffs.  FTR, it seems this hack is also incompatible with the Synth Shop, and I assume with Special Snowflakes as well (the old Item Attribute Rewrite was).  Still worth it for me, since you can make awesome items (and now new abilities) with this hack.  There are even some clever ways to mimic some of the functionality of Snowflakes, by using some of the extra R/S/Ms to inflict status or give buffs to certain units.

I also have another bug to report, this time with the Item Set section of the hack.  Putting values in that area causes certain job classes in game to always have 100 Brave and/or 100 Faith, regardless of the Br/Fa values set in Patcher.  With just the first two rows used, for example, Gafgarion's Dark Knight job always had 100 Br/Fa, but zeroing them out again fixed the issue.  So I'm not going to use sets bonuses until that's resolved.

Also, when a R/S/M ability is used to increase HP/MP, it increases the maximum, but not the starting values.  For example, if I turn a blank Support ability into "Toughness" and have it add 100 Hp, the unit will begin a battle with Base/Base+100 HP (instead of Base+100/Base+100 HP). Not a game breaker, but a minor inconvenience.

Anyway, is Pride more active on Discord? Seems to come and go like the wind, at least on FFhacktics. But hey, I've got plenty to work with until the chosen one returns to restore balance to the hack.
Title: Re: Pride's ASM Thread
Post by: Pride on September 01, 2021, 05:04:39 am
Apologies, real life has been not great but I'll look into these bugs and do my best to get something going. Thank you for reporting them to me.

I was more active on discord but haven't been the last couple months. Still easier to reach me there as I look more frequently then here. Still weird I didn't get an email notification about new posts here.
Title: Re: Pride's ASM Thread
Post by: Ansehelm on September 01, 2021, 08:18:47 pm
Quote from: Pride on September 01, 2021, 05:04:39 amApologies, real life has been not great but I'll look into these bugs and do my best to get something going. Thank you for reporting them to me.

I was more active on discord but haven't been the last couple months. Still easier to reach me there as I look more frequently then here. Still weird I didn't get an email notification about new posts here.
No drama, glad to see you back again. 

As an extension of a bug previously discussed, the adding of BR/FA to certain classes of units is not unique to using the Item Sets section (although doing so does extend that bug to more jobs)  Currently, just using other sections of the hack, monster jobs from the skeleton family on down spawn units with wonky Br/FA values (usually 100 of one or both, or sometimes a very low value for a couple classes; some monster classes within this section have normal Br/FA).  While this is an annoying bug, at least it's predictable on a per-class basis once you've seen one instance of it, and in my hack I've partially resolved it by equipping monsters with innates that lower their BR/FA as needed.  Hopefully that makes sense, but I do have a list of how much each monster class varies from nominal br/fa values, if that's helpful.
Title: Re: Pride's ASM Thread
Post by: Pride on September 13, 2021, 06:24:13 pm
Attribute Rewrite 2.04 available now
Download Here (https://docs.google.com/spreadsheets/d/1rLHTjVP_rC5qULpRyqwzypQZSka2S0CVNfFcVB6PCck/edit#gid=0)


Planning on still adding compatibility with Special Snowflakes but I didn't realize synth shop also had issues since that one I didn't think would conflict. Compatibility with both of these hacks is planned for v2.05. Hopefully soon.
Title: Re: Pride's ASM Thread
Post by: Ansehelm on September 15, 2021, 09:12:47 pm
Quote from: Pride on September 13, 2021, 06:24:13 pmAttribute Rewrite 2.04 available now
Download Here (https://docs.google.com/spreadsheets/d/1rLHTjVP_rC5qULpRyqwzypQZSka2S0CVNfFcVB6PCck/edit#gid=0)

  • Fixes issue with units getting random amounts of Brave/Faith
  • Fixes issue with units HP/MP not being set correctly when having an ability grant HP/MP
  • Fixes jump location for item sets

Planning on still adding compatibility with Special Snowflakes but I didn't realize synth shop also had issues since that one I didn't think would conflict. Compatibility with both of these hacks is planned for v2.05. Hopefully soon.
Love it! And faster than expected.  I'll have to take the update for a spin.  On the off chance there isn't space to make it compatible with both, my preference would be to prioritize Synth Shop, since IMO it synergizes very well with the powerful items this hack is capable of.  Even so, there's a lot this hack can do solo.  Appreciate your work!
Title: Re: Pride's ASM Thread
Post by: Pride on September 16, 2021, 03:46:08 am
Okay it was just a kanji space issue with the Synth Shop so a super easy fix. So shouldn't be any more issues with the Synth Shop now. Thanks again for reporting the bugs so I can do something about them (eventually).

Version 2.041 Download (https://docs.google.com/spreadsheets/d/1rLHTjVP_rC5qULpRyqwzypQZSka2S0CVNfFcVB6PCck/edit#gid=1308119187)